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HTC Vive vs Oculus Rift vs PlayStation VR

Recently, i would like to try a VR for my nephew, but i don’t know which one is good, after all it’s not so cheap. I read the comparison from igeekphone, they said**HTC Vive** is the best until now. Any one used it now?

I’ve used all of them.

Oculus and HTC Vive are largely identical. The difference is Oculus cannot do room-scale VR or AR, and does not come bundled with motion controllers (which are fairly important, IMHO). PSVR is a nice, low barrier to entry, but the quality is much lower as the PS4 hardware just doesn’t deliver.

The motion controls are the main difference between the Oculus and the Vive. Oculus also has a bit more support with games. Oculus will be getting motion controls later this year, but the position tracking method is not as good as the Vive, though it’s much easier to set up than the Vive (less cables, less calibration)

Technically yes, reality, not so much. Any Oculus game can be fudge to run perfectly fine on the Vive, much to the dismay of Oculus.

Yes of course they could be made to run, but if you’re looking at usability you’re not going to want to do extra work to get a game to run, you want native support.

Sure - but the point is that Oculus games can run flawlessly on Vive, whereas Vive games may use functionality that Oculus doesn’t have :wink:

I’m still not sure if I would get one of those two HMDs. But I consider to get one to learn and tinker with and I don’t care that much if there are games out already. It seems the lower price of the Rift is gone away if I have to pay again for some controllers that might come out later. So I guess pretty finally almost the same price for a non-room-scale VR vs room-scale VR that pretty nailed down the tracking like it should be (they say)? I’m even not sure how I should use that upcoming rift controllers sitting on my desk in a way it makes sense (compared to stay, lie, jump somewhere in the living room)? For me it sounds like if you would jump into some spaceship or car or tank (where you sit down) then the X-box-Controller would work already anyway and you avoid to punsh your monitor in front of your desk. But roomscale VR seems to be a pretty important feature to me to differ from current games and for lots of possibilities that are no games as well. Still no holodeck but a step further then “sit-down-scaled”-VR. Currently I think I would get the Vive.

I can tell you as far as controllers go, every time I think of something I want to do with VR it’s always something where I want to have a motion controller in-hand

You really want motion controllers for VR; they’re just essential to the experience.

If you’re looking for an entry level VR headset to use for learning and getting the basics, go with Gear VR or even Google Cardboard. Neither have hand controllers or room-scale, but they are extremely affordable. Besides, prices will go down in the future when gen 2 is released.

I tried the Gear already in the past and it was a nice experience, like watching a movie with some virtual popcorn on the moon. :slight_smile: - Yesterday I had the chance to test the Vive at a colleague. He ordered a Rift as well in the past but did not get it so far. However it took about 30 secs until I made the final decision to get a Vive myself. The only issue which I had with the Vive was the limitation of the room (shown by that grid if you come to close to the real wall). But if 2x2.5m already feel like a limitation of that “holo-deck light” that keeps me somewhat back in the real-life I would not reduce it to less (either, location or rotation) if I’m forced to sit down and/or have to use a keyboard/mouse/gamepad instead of those two controllers. I could confirm they are important and the Vive-controllers are amazing. It’s almost like they don’t differ if I look at them in real-life or via the HMD (except my thumbs are missing in VR). And even simple games like the job-simulator give an idea what it means if you could fully turn around now. I think this is currently a big advantage of the Vive. It’s much more than a gimmick in my opinion.

Try it with leap motion - when you have your actual hands in the world, it’s even more amazing!

Right now Vive is absolutely a more complete package, but it is a rather complicated product with a bit of a beta feel to it hardware wise. Rift is more polished but you currently do not got motion controllers. There are some great games for Rift using a standard Xbox controller, but it is not the same wow factor as moton controllers.

When the Touch controllers for Rift arrives (expected sometime in november) the difference will be smaller. Rift will still be more polished and Vive will be better at larger rome-scale experience. Rift can do “room scale”, but getting a walkable are as large as the Vive will require some tinkering. The standard setup is aimed at moving up to a meter from your staring point and focusing on facing forward, while being easy to set up.

Playstation VR is inferior to both but those who have tried it report it to be sursprisingly good. The big advantage is of corse that the total cost of the VR system is far lower than Vive and Rift.

For a developer wanting to experiment with VR right now and who got the money, get a Vive.

Another option is to start experimenting with Googles upcoming Daydream VR platform, for which UE4 recently added support. The beta is supporting the Nexus 6p. From what I’ve read, UE4 is currently not that good for Gear VR. (Over all UE4 is a bit heavy for mobile VR right now, but it seems like Epic will have at least some focus on making it suitable for production Daydream apps.)

Oculus’ ‘room scale’ stuff doesn’t really work because it relies on a single camera which tracks the IR LEDs in the headset. An example of one problem this causes, is that if you face away from that camera, you loose some of the head tracking (most obvious when you try something like crouching) - other problems include there being no chaperone to tell you when you’re leaving the confines of the playable area or are about to walk into a wall or object - I really wouldn’t recommend room-scale stuff with Oculus.

Touch will include an additional camera. The level of room scale you get will depend on their placement. But if your focus is large area with minimal occlusion for the full 360 sure, Vive is better.

As for Chaperone it already supports the Rift. SteamVR over all got great support for the Rift, including Touch. I also expect Oculus to make something similar for Oculus Store games.

Standing/Sitting: Oculus (buy controllers pls)
Moving around + standing: Vive
PSVR: Not even launched

It’s good that there’ll be an additional sensor with the Oculus, as it needs it if it’s going to go room-scale. Chaperone makes heavy use of the Vive’s front facing camera though, so there’s no way Oculus can use all of the features of chaperone. I wouldn’t be surprised if the chaperone area has to be manually defined.

Chaperone area has to be manually defined with the Vive as well. The front facing camera is definitely not needed, it’s a cool extra, but it really doesn’t add anything or make the experience better.

Both kits are too expensive for the mainstream and require a rather expensive PC as well. So I don’t think 100€-200€ make any difference, especially if you have to pay for those further controllers for the rift later this year again anyway. For me the main difference was 360° freedom with room-scale VR and amazing tracking of the Vive vs Sit-Down-VR. I could not compare the Rift with the Vive so far but even if the controllers come out later this year for the Rift (and if the tracking would be compareble with the Vive) the hole point of using controllers is the ability to move and turn around with them. Like to aim with them if a zombie comes sneaky from your back or if you open the fridge behind you like in job-simulator. I don’t think the Rift is optimized for that type of usage. If I sit down then I have a limited angle to turn around “by design”. But one of the things that impressed me most was that some tiny looking little robots like the robot from Portal2 looks huge if they stand in front of me in my VR-Room. They did not look tiny and sweet again as I remembered them from the monitor but huge and -wow- and made me believe into that new VR-technology. Even if there are already lot of haters I think we are at the point now where VR could not be skipped anymore. It’s too expensive for years for sure and could be improved in various ways but there is no way back. So far I would not get this experience sitting on my chair. I would enter this new world as much as possible. And I think that works better with the Vive for now. Probably Occulus and others would add some room-scale later as well but for now I did not miss anything with the Vive.

Chaperone works exactly the same with the Rift. The front facing camera is not an essential part if it.